Searched refs:ubAttackingHand (Results 1 – 11 of 11) sorted by relevance
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Weapons.cc | 367 pObj = &(pSoldier->inv[pSoldier->ubAttackingHand]); in CheckForGunJam() 404 DeductAmmo( pSoldier, pSoldier->ubAttackingHand ); in CheckForGunJam() 444 if ( pSoldier->ubAttackingHand == SECONDHANDPOS ) in OKFireWeapon() 446 if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) ) in OKFireWeapon() 767 if ( pSoldier->ubAttackingHand == HANDPOS ) in UseGun() 824 DeductAmmo( pSoldier, pSoldier->ubAttackingHand ); in UseGun() 1022 pSoldier->inv[ pSoldier->ubAttackingHand ].bStatus[ 0 ]--; in UseGun() 1487 if ( !EnoughAmmo( pSoldier, TRUE, pSoldier->ubAttackingHand ) ) in UseLauncher() 1588 usItem = attacker->inv[attacker->ubAttackingHand].usItem; in DoSpecialEffectAmmoMiss() 2091 pInHand = &(pSoldier->inv[pSoldier->ubAttackingHand]); in CalcChanceToHitGun() [all …]
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H A D | LOS.cc | 1828 ubAmmoType = pFirer->inv[pFirer->ubAttackingHand].ubGunAmmoType; in BulletHitMerc() 2271 if (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType == AMMO_HE) in HandleBulletStructureInteraction() 2335 switch (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType) in HandleBulletStructureInteraction() 2388 if (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType == AMMO_HE) in CTGTHandleBulletStructureInteraction() 2408 switch (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType) in CTGTHandleBulletStructureInteraction() 3340 if (FindAttachment( &(pFirer->inv[pFirer->ubAttackingHand]), DUCKBILL ) != NO_SLOT) in FireBulletGivenTarget() 3432 pBullet->ubItemStatus = pFirer->inv[pFirer->ubAttackingHand].bStatus[0]; in FireBulletGivenTarget() 3452 pBullet->iRange = GunRange(pFirer->inv[pFirer->ubAttackingHand]); in FireBulletGivenTarget()
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H A D | Soldier_Ani.cc | 658 if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) ) in AdjustToNextAnimationFrame() 853 pSoldier->ubAttackingHand = HANDPOS; in AdjustToNextAnimationFrame() 854 pSoldier->usAttackingWeapon = pSoldier->inv[pSoldier->ubAttackingHand].usItem; in AdjustToNextAnimationFrame() 860 pSoldier->ubAttackingHand = SECONDHANDPOS; in AdjustToNextAnimationFrame() 861 pSoldier->usAttackingWeapon = pSoldier->inv[pSoldier->ubAttackingHand].usItem; in AdjustToNextAnimationFrame()
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H A D | Handle_Items.cc | 280 OBJECTTYPE& wpn = s->inv[s->ubAttackingHand]; in HandleItem() 782 IsDetonatorAttached(&s->inv[s->ubAttackingHand])) in HandleItem() 917 s->ubAttackingHand = HANDPOS; in HandleItem()
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H A D | Soldier_Control.h | 345 UINT8 ubAttackingHand; member
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H A D | LoadSaveSoldierType.cc | 81 EXTR_U8(d, s->ubAttackingHand) in ExtractSoldierType() 602 INJ_U8(d, s->ubAttackingHand) in InjectSoldierType()
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H A D | Soldier_Create.cc | 951 s.ubAttackingHand = HANDPOS; in InitSoldierStruct()
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H A D | Soldier_Control.cc | 2173 …getWeapon(pSoldier->inv[ pSoldier->ubAttackingHand].usItem)->ubShotsPerBurst, pSoldier->inv[ pSold… in EVENT_FireSoldierWeapon() 2184 if (pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunAmmoType == AMMO_BUCKSHOT) in EVENT_FireSoldierWeapon()
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H A D | Turn_Based_Input.cc | 1902 if (sel) ReloadWeapon(sel, sel->ubAttackingHand); in HandleModAlt()
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H A D | Overhead.cc | 5638 pSoldier->ubAttackingHand = HANDPOS; in InternalReduceAttackBusyCount()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | Attacks.cc | 1354 if ( GCM->getItem(pSoldier->inv[pSoldier->ubAttackingHand].usItem)->isThrowingKnife() ) in EstimateShotDamage() 1360 ubAmmoType = pSoldier->inv[pSoldier->ubAttackingHand].ubGunAmmoType; in EstimateShotDamage() 1445 switch (pSoldier->inv[pSoldier->ubAttackingHand].usItem) in EstimateShotDamage()
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